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Crusader has many moves that have excellent range and damage. Coupled with being able to buff himself and placing a wall behind the opponent can make him difficult to deal with.
Crusader Crusader is classified as a Traps type. He has many moves with good range and damage. He can create walls at the opponent's location and has self-enhancing moves.
- Heavenly Zoning: Crusader's huge attacks and access to grounded and airborne projectiles allows him to very effectively strike from a safe distance, alongside the ability to force zoners to slow down with the use of Deflection WallGuardMidStartup15RecoveryTotal 45Advantage+5
- Corner on Demand: Deflection WallGuardMidStartup15RecoveryTotal 45Advantage+5 allows Crusader to place the opponent in a corner situation off of virtually any hit or as a whiff punish, enabling devastating combos at will. Even when used on block, it's still plus.
- Meterless Counter Crusader's 4S is a counter attack that does not cost any mana, allowing him to escape some situations where other characters would need to use an MP Skill in.
- Durable: With the highest Guard and tied for the highest Health, both further enhanced during Awakening, and access to Super Armor through 214M[[File:|130x200px]]GuardMidStartup1RecoveryAdvantage-, Crusader is the toughest character in the game.
- ※ Infinites: Crusader is able to easily perform infinite combos, and can do so from almost any hit if he has White Health to perform a Conversion, winning the round off so much as a single hit.
- Heavy Strikes: While extremely powerful, Crusader's Normal attacks are all very slow, making it difficult to fight at close-range, and his Skills and MP Skills have considerable recovery on whiff, giving opponents opportunities to close in, alongside being very susceptible to dodge.
- Limited Cancels: Crusader's A and B Normals cannot be canceled into other Normal or Skill moves, unlike the majority of the cast. He can, however, still cancel them into MP Skills. For blockstrings while outside of the Grace[[File:|130x200px]]GuardMidStartup1RecoveryAdvantage- state, he has to rely on stagger pressure in order to chip away at the guard gauge alongside the use of delayed Deflection WallGuardMidStartup15RecoveryTotal 45Advantage+5
- Giant: Crusader is one of the largest characters in the game, making him susceptible to unique Round Start options, and air attacks can hit him much easier.
- Slow: Crusader also has the slowest movement speed in the game, making it difficult to approach through zoning or maneuver around pokes.
Crusader's 214M[[File:|130x200px]]GuardMidStartup1RecoveryAdvantage- encases him with the Grace of Lemidios, activating an additional Holy Shock attack on his 5BGuardMidStartup14Recovery23Advantage+9 and 2BGuardLowStartup18Recovery24Advantage+4. Additionally, Crusader will receice 1 Super Armor during the grace, allowing him to sustain a single blow without recoiling or interrupting his attacks.
The grace can also be expended to activate Strike of RepentanceGuardMidStartup22RecoveryAdvantage-8, inflicting opponents with the Shocked state, preventing them from being able to jump; and ApocalypseGuardMidStartup200RecoveryAdvantage-, dispelling all negative status effects and unleashing a powerful attack. However, if it expires on its own Crusader will be unable to act for a short while.Normal Moves
5A
Slightly slow poke with a big delay when the second hit is involved
- Hits crouching
- Can extend 5M combos with 5S 5M if done without the minimum amount of air hits and if the opponent is high enough
- Does not gatling to 5AA on whiff
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | 0 |
5AA
Excellent range normal that doesn't always reach fully when 5A is hit from farther away. Generally followed up by 236M to start combos or maintain pressure on block.
- Only cancels to MP Skills.
- Confirms to 5M for easy 60mp damage
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | -5 |
5B
Solid poke that enables higher damage wall conversions, and becomes more oppressive when Grace of Lemidios[[File:|130x200px]]GuardMidStartup1RecoveryAdvantage- is active
- Can OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." after 2B
- Stronger vertical hitbox than 5A
- Thunderbolt only comes out at the tip of the hammer with Grace of Lemidios[[File:|130x200px]]GuardMidStartup1RecoveryAdvantage-
- Can be used to frame trap with 2A if hit point blank
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
5B | 75% | Launch | |||
5B | 75%, 90% |
- 60f of air hitstun
2A
Cornerstone of Crusader's up close stagger pressure
- Links into itself.
- Plus on block
- Counterhit confirms into 5AA
- Crusader's fastest abare option
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | +8 |
2B
Crusader's only low, long range but unsafe against longer reaching normals. Opens up strong combos with 5B on hit.
- Hard knockdowns enemies on hit midair enabling various moves to hit OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground."
- Fairly large vertical hitbox for a low so it can hit enemies coming down
- When Grace of Lemidios[[File:|130x200px]]GuardMidStartup1RecoveryAdvantage- is up, lightning bolt comes out tip range and makes the low plus.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
2B | 75% | ||||
2B | 75%, 90% |
- Extra 2f hitstun added on OTG
j.A
Fast air to air option that can cancel into jM for a strong combo
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% |
j.B
Long range air to ground normal, can hit on the way up against some other characters
- Hard knockdowns on air hit
- Opens up j.M loops in combos when a wall is involved
- Can be used to set up a safe jump off of 2B
- Very good cross-up potential
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% |
Universal Mechanics
Throw
Guard Cancel
- Shares the same animation as 2S
- Can hit on the way back
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | +3 |
Skills
Hammer of Repentance
Version | Damage | GuardHow this attack can be blocked. Throws have their throw range listed instead. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | Invuln |
---|---|---|---|---|---|---|---|
Hammer of Repentance | 120 | Mid | 20 | 5 | 35 | -10 | none |
Hammer of Repentance (Grace) | 120,64 | Mid | 20 | 5+13 | 35 | -6 | none |
Hammer of Repentance (Air) | 130 | Mid | 33 | 5 | 35 | -7 | none |
Hammer of Repentance (Air + Grace) | 130,64 | Mid | 33 | 5+13 | 35 | -6 | none |
Hammer of Repentance 5S
Crusader's main zoning poke which gives him full screen presence
- Hits roughly 4/5 of the screen
- Has more anti air capability the closer the opponent is.
- Very unsafe, needs to be cancelled into mana skills against some characters to prevent being punished.
- Hits OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground."
Aerial Hammer of Repentance j.S
Much slower version of 5S, mainly used to kara cancel A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. j.M
- Generally not very useful itself unless to mix-up the timing of 5S, as it only becomes active by the time Crusader is grounded.
- Fairly reactable but can open up mindgames with conversion
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
5S | 83% | ||||
5S | |||||
j.S | 80% | ||||
j.S | 80% |
Sacred Upper
Mainly a combo tool, hits one time in front of him and two times behind him, can be used to catch rolls with the backhits if delayed slightly for 5B restand afterwards. Can occasionally be used as anti air on reads but it's fairly slow
- Big anti-air.
- Hits OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground."
- With specific spacing, OTG 2S can link into itself for a 1-button infinite combo.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | ||||
Flash Sphere
A slow moving projectile that travels fullscreen. Great screen control tool that has two hits, one when the projectile is being launched out, and one at the end of the active duration, where it explodes.
- Most characters can avoid Flash Sphere by crouching.
- Some shorter characters, such as Dragon Knight, can run underneath it.
- Can be used with conversion to set up better advances mid screen.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%×2 |
Saint Counter
The Holy Counter. A counter that launches the opponent full-screen, which is Crusader's favorite place for his opponent to be.
- Cannot parry low moves or projectiles.
- Hard knockdown on hit.
- Combos into 5S , but the conversion tends to more limited as you cannot set up a wall
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
30% |
MP Skills
Miracle Splitter
Crusader charges forward a little further than half screen distance, then attacks with a delayed uppercut launcher.
- Projectile invulnerable during the start of the dash portion.
- Grants more hits when they are in the air depending on how high the first two hits are.
- 2nd hit can be avoided by counters, dodges, armor, and DPs.
- Conversion can be used to bait out the dp, extend pressure, make the 2nd hit safe, and improve the combo.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90%×2 |
Haptism
Crusader's reversal option. It has 3 hits of super armor and is vulnerable to throws, but has a large horizontal hitbox on both sides and is fairly rewarding for crusader on hit as it launches the opponent nearly fullscreen. it is not foolproof however, as it can be jumped over with precise timing.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
623M | 50% |
- reversal
Deflection Wall
Bring the corner to them! The cornerstone of Crusader’s pressure and combos right next to Apocalypse, Deflection Wall makes his pressure nearly inescapable and allows for conversions from 5AA.
- Vertical range is practically unlimited.
- It has infinite horizontal tracking and can only be avoided by dodge roll and i-frames as opposed to movement.
- Has a collision box.
- Very strong in blockstrings as a delayed frame trap due to having low recovery and not being weak to rolls
- Grants access to different juggles based on the height at the start of the combo
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
236M | 85% |
Grace of Lemidios
Crusader applies a suite of temporary buffs to himself and gains access to two new MP Skills.
While under Grace, Crusader has 1 hit of super armor, making it very hard for characters without multi-hitting moves to deal with his pokes.
Automatic lightning follow-ups are added to 5B, 2B, and Spear of VictoryGuardMidStartup15RecoveryUntil landing+15Advantage-, adding a second hit after the first that extends almost to the top of the screen. This allows for combo extensions and makes 5M and 2M much safer on block.
RepentanceGuardMidStartup22RecoveryAdvantage-8 or ApocalypseGuardMidStartup200RecoveryAdvantage- are only usable under Grace and using either will end Grace immediately. If Grace wears off without using either of these moves, Crusader enters a recovery animation that leaves him very vulnerable.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
214M | |||||
214M |
Strike of Repentance
A huge hammer strike that despite its looks, has slightly less range than Hammer of RepentanceGuardMidStartup20Recovery35Advantage-10. In exchange, it inflicts the Shocked debuff on opponents it hits, temporarily disabling their ability to jump.
- Removes Grace of Lemidios[[File:|130x200px]]GuardMidStartup1RecoveryAdvantage- on usage.
- Hard knockdown on hit. Also hits OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.".
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
214M | 90% |
Apocalypse
Crusader sets an orb of light midair while curing him of any negative debuff effects. After a short time, it turns into an orb of darkness that shoots out a large number of multi-hitting lasers, covering a large area on the ground before ending in an explosion.
- Removes Grace of Lemidios[[File:|130x200px]]GuardMidStartup1RecoveryAdvantage- on usage.
- Hits OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.".
- Allows Crusader to combo off of throw, giving him a strong setplay/mixup option.
- Does 260 damage when used raw.
- Is removed on hit before the darkness orb out, however it cannot be removed on hit when it is fully out.
- On block can drain up to 80% of the guard gauge solely with just 5B
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
j.214M | 90%×44 |
Spear of Victory
A very fast projectile that goes diagonally downward. Rises into the air a bit before throwing. When reaching the ground, the projectile explodes, extending the hitbox horizontally.
- Can be kara cancel A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup.ed from j.S to do it lower to the ground, enabling unique combos and projectile pressure.
- Without the explosion, the move will be minus, with the explosion and spacing it's plus enough for it to be a true blockstring
- Explosion launches up after a hard knockdown allowing for bonus hits.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90%×2 |
Awakening Moves
Ascension
Crusader slams his hammer into the ground, creating a shockwave with practically unlimited vertical range that can connect against opponents juggled to the stage's height limit
- Only connects at tip range so might require some delay as a combo ender on some routes
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90% |
Colors
B-Type Color (DFO) |
C-Type Color (DFO) | ||
D-Type Color (DFO) |
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Detailed & Advanced Information
• Damage/Combo System •
Frame Data & System Data •
Misc •